VR is in vogue, but getting on board requires a steep upfront cost. Hackaday.io user [Colin Pate] felt that $800 was a bit much for even the cheapest commercial 360-degree 3D camera, so he thought: ‘why not make my own for half that price?’
[Pate] knew he’d need a lot of bandwidth and many GPIO ports for the camera array, so he searched out the Altera Cyclone V SOC FPGA and a Terasic DE10-Nano development board to host it. At present, he has four Uctronics OV5642 cameras on his rig, chosen for their extensive documentation and support. The camera mount itself is a 3D-printed octagon so eight of the OC5642 can capture a full 360-degree photo.
Next: producing an image!
Continue reading “Immersive VR with a 200-Degree Stereoscopic Camera”
You have to hand it to Nintendo, for blazing the virtual reality trail in consumer products a couple of decades before everyone else, even if the best that can be said for their efforts in that direction is that they weren’t exactly super-successful. Their 1989 Power Glove became little more than a difficult-to-use peripheral for everyday console games, and their 1995 Virtual Boy console was streets ahead of its time but had a 3D effect that induced discomfort in its players.
Many years later though, the Power Glove remains an intriguing product, and one that can be readily found second-hand. The folks at Teague Labs think that perhaps its time has come as the basis of a peripheral for modern VR systems, as a controller for the HTC Vive.
They’ve taken a Power Glove, and through an Arduino Due with a custom shield, interfaced it to the Vive controller mounted where the buttons would have been in its Nintendo days. The Vive provides positional data, while the Nintendo sensors provide hand data. Thus they’ve made an accomplished glove peripheral with a lot less heartache than they would have seen had they done so from scratch.
They show us a couple of environments using the glove, an iPad simulation which we’re having a little difficulty getting our heads round, and a rock/paper/scissors game which looks rather fun. If you are interested in further work, all their code is on GitHub.
We’ve shown you another hugely-upgraded Power Glove in the past, but how about one controlling a quadcopter?
The future is VR, or at least that’s what it was two years ago. Until then, there’s still plenty of time to experiment with virtual worlds, the Metaverse, and other high-concept sci-fi tropes from the 80s and 90s. Interactive telepresence is what the Black Mirror Project is all about. Their plan is to create interactive software based on JanusVR platform for creating immersive VR experiences.
The Black Mirror project makes use of the glTF runtime 3D asset delivery to create an environment ranging from simple telepresence to the mind-bending realities the team unabashedly compares to [Neal Stephenson]’s Metaverse.
For their hardware implementation, the team is looking at UDOO X86 single-board computers, with SSDs for data storage as well as a bevy of sensors — gesture, light, accelerometer, magnetometer — supplying the computer with data. There’s an Intel RealSense camera in the build, and the display is unlike any other VR setup we’ve seen before. It’s a tensor display with multiple projection planes and variable backlighting that has a greater depth of field and wider field of view than almost any other display.
The venerable Commodore 64 got a lot of people started in computers, and a hard core of aficionados keeps the platform very much alive to this day. But a C64 just doesn’t have the horsepower to do anything more than some retro 8-bit graphics games, right?
Not if [jim_64] has anything to say about it. He’s created a pair of virtual-reality goggles for the C64, and the results are pretty neat. Calling them VR is a bit of a stretch, since that would imply the headset is capable of sensing the wearer’s movements, which it’s not. With just a small LCD screen tucked into the slot normally occupied by a smartphone in the cheap VR goggles [jim64] used as a foundation for his build, this is really more of a 3D wearable display — so far. The display brings 3D-graphics to the C64, at least for the “Street Defender” game that [jim64] authored, a demo of which can be seen below. We’ll bet position sensing could be built into the goggles to control the game too. Even then it won’t be quite the immersive (and oft-times nauseating) experience that VR has become, but for a 35-year old platform, it’s not too shabby.
Looking for more C64 love? We’ve got a million of ’em — case mods, C64 laptops, tablets, even CPU upgrades.
Continue reading “Hacked Headset Brings VR to the Commodore 64”
In the process of making a homemade Mech Combat game that features robot-like piloted tanks capable of turning the cockpit independent of the direction of movement, [Florian] realized that while the concept was intuitive to humans, implementing it in a VR game had challenges. In short, when the body perceives movement but doesn’t feel the expected acceleration and momentum, motion sickness can result. A cockpit view that changes independently of forward motion exacerbates the issue.
To address this, [Florian] wanted to use a swivel chair to represent turning the Mech’s “hips”. This would control direction of travel and help provide important physical feedback. He was considering a hardware encoder for the chair when he realized he already had one in his pocket: his iPhone.
By making an HTML page that accesses the smartphone’s Orientation API, no app install was needed to send the phone’s orientation to his game via a WebSocket in Unity. He physically swivels his chair to steer and is free to look around using the VR headset, separate from the direction of travel. Want to try it for yourself? Get it from [Florian]’s GitHub repository.
A video is embedded below, but if you’re interested in details be sure to also check out [Florian]’s summary of insights and methods for avoiding motion sickness in a VR Mech cockpit.
Continue reading “VR Mech’s Missing Link: The Phone in Your Pocket”
Imagine yourself riding through the countryside of Tuscany in the morning, then popping over to Champagne for a tour in the evening without taking a plane ride in the intermission. In fact, you don’t have to leave your living room. All you need is a stationary bicycle, a VR headset, and CycleVR.
[Aaron Puzey] hasn’t quite made the inter-country leap quite like that, but he has cycled the entire length of the UK, from its southern point to its northernmost tip. The 1500km journey took 85 hours over the course of eight months to complete.
CycleVR is actually a VR app created using Unity. It takes advantage of Google street view’s panoramic image data, using Bluetooth to monitor the cycling pace and transition between the panorama capture points. So, the static images of pedestrians and cars clipping and distorting as the panorama images load might throw off the illusion at first, but there’s thousands of side streets and country roads out there where this won’t be as pronounced. Check out the highlight reel from [Puzey]’s journey after the break.
Continue reading “Take A Bicycle Tour Anywhere In The World”
[Matteo] has just released a new installment of his Google Daydream VR controller hack, which we first covered last year (when he got it working with iOS). This time around he’s managed to forge a half Daydream, half PlayStation Move controller hybrid.
The original controller only managed a mere 3 DOF (Degrees of Freedom) using the internal accelerometer; although this conveyed rotational motion around the 3 axis, transitional information was completely lacking. [Matteo] resolves this by forming a simple positional marker out of a white LED enclosed in a standard ping pong ball; He tracks this setup using an iSight camera.
To gel everything together, he adds motion tracking to his already extensively developed software stack, which enables him to unshackle the Daydream controller from Android. He deciphers the Bluetooth packets and streams the sensory information straight to a web browser over a webSocket connection.
The results are quite impressive and the tracking is smooth. Not only does this add to the final goal of hacking his way towards a platform independent VR motion controller, he aptly gets some inspiration from Sony, extends Google’s hardware and even manages to use Apple’s webcam along the way. How’s that for carving passages between the walled gardens of consumer electronics?
Continue reading “Ping Pong Ball Improves the Google Daydream Controller”